Showing posts with label lotr. Show all posts
Showing posts with label lotr. Show all posts

Monday, September 12, 2022

Evil cannot create, they can only corrupt and ruin what good forces have invented or made



Evil cannot create anything new, they can only corrupt and ruin what good forces have invented or made - JRR Tolkien.

Apparently people have started using that phrase to critizice the new series: The Rings of Power. Not getting into reviewing the series because I have not seen it, nor have an intention to (despite that, or maybe because, I love Lord of the Rings)

Not only that, but I'm of those who advocate that there are bigger implications on media today that go beyond the theatrical political stances of left and right, and step into social engineery. 

It seems that Tolkien's quote has been so appropiately poignant that ThE pOwErS oF tHe InTeRnEt have spent the last year trying to cover it up as a "falsely attributed opinion" to Tolkien. The Shadow's disinformation pages that call themselves "Fact Checkers" have flooded the net with the undisputed fallacy that it was spread by a "group of astonishingly organized racist persons" annoyed by the appearance of a black elf on the show. 

I know of the title quote for years, and have struggled against it many times by trying to create an RPG magic system that is appropiate for the Middle Earth. You can see some of my latest attempts on this very blog. 

I have also seen the media erase and instaurate truths a lot of times along my life. Every time they get more effective as the hivemind structure of the internet and the social media algorythms make it easier than ever. But as a fan of Tolkien I feel that I must make my humble stand against Wormtongue's lies by making this entry, where, from now on, you can easily check that Tolkien's vision was once recognized as true as it might be: THIS LINK leads to a google search of the quote filtering results from 1990 to 2019, before the series were disclosed to the public. And here you can see a 2016 entry on Quora where a person asks: If evil cannot create things in Tolkien's mythology, how did Melkor create dragons?

Frodo itself makes the best in-setting appreciation of this idiosyncrasy on a conversation with Sam in The Return of The King:

"No, they eat and drink, Sam. The Shadow that bred them can only mock, it cannot make: not real new things of its own. I don't think it gave life to the orcs, it only ruined them and twisted them; and if they are to live at all, they have to live like other living creatures."

Furthermore, evil uncapable of creating must not be seen as a Tolkien's design choice: His work draws its power from the Monomyth (and that is why Lotr and other great works of all ages ring so true and have passed the test of time). It has basis on deeper, magical/spiritual/natural truths that we all know inside, and from which all fantasy, myth and visions emerge. We roleplayers know first hand that necromancers draw their armies from the unwilling corpses of the dead. We who mantain and read blogs know how true gamers create games, rules and worlds in here. Converselly, one would think that Twitter could be a blogspot degradation operated by the Shadow: reducing the character number and the fast propagation it allows not for creating, but encourages fast endorphines through insults, ego wank and mockery. Then, even gaming related accounts end up following the same path of deceit as the common man does: they are eventually lured into a political slot (left or right) and once there, they are presented straw enemies tailored to their hole (bigoted racists for one, retarded feminists for the other) and start fighting a fake war, which in the end only turns them into something they were not at the beggining (bigoted racists and retarded feminists). 

But back to Rings of Power: you can go into the link above and search as many proof as you wish, there is plenty. I don't know how much it will last, though: TV tropes have been forced recently to mark the quote as "badly attributed" and Quora's thread has been recently deleted from most of its tolkien related subs, leaving only that one available. The shadow's agents of pseudotruth are everything but lazy. So, this entry might sound stupid for some, but as both a truth and a Tolkien lover, if the dark wisps try to drown the world in dark lies, what can I do but to light a candle for as much time as I can. 



Wednesday, March 23, 2022

Lord of the Rings and MERP - Iron Crown Enterprises [review]



Today, in the "whats hot in rpgs today" section of our program, I present you a small review on two games that are 40 and 30 years old respectivelly.

I was reading this blog the other day, and I remembered the days of my highschool in which ICE's Rolemaster and Middle Earth Roleplaying was what the cool guys were playing. Not a trace of D&D back then. I even bought the book eventually, but never managed to actually run it because I was probably busy worrying about lots of other stuff. One of my friends at the time "borrowed it" for a time (20 years and counting). But I achieved to learn the game between classes from the cool guys, and eventually I made my first character: a human bard that I imagined like this: 


I remember that the session featured skeletons, a riddle for crossing a bridge, being thrown in the cell of a coliseum and managing to get out by enchanting the guard with my only spell (some sort of confusion or sleep, can't remember). I was fucking excited with how awesome it had been. 

One thing that the game did very differently than D&D is the nature and importance of critical hits. Basically on combat you rolled your percentile dice, and there was a "VS armor" table telling you how much HP you dealt to your enemy, and wether you scored a big critical, a small critical or none at all. If you did, you rolled on a secondary table that had tiny descriptions in small letters of what happened descriptivelly; depending on the weapon used and the armor they wore. Some of them narrativelly killed your foe instantly (or your character) no matter their remaining HP

For example, rolling a 40 in the crush criticals table (for example by using a mace or falling into a pit) gives you "blow to forearm, +5 hits. If no arm armor, stunned for one round". Rollng a 110 on the slash critical table is "Impaled in heart. Dies instantly. Heart destroyed. 25% chance your weapon is stuck in foe 3 rounds" On retrospective, I think that this tables made combat a lot of fun, helped with the combat narrative and made use of otherwise aesthetic things (suddently, having your character wear arm armor was important, even if for a marginal case)

Magic and Unarmed attacks had their own tables too. When the setting "monk" equivalents got some levels they got to roll in the "big creatures" critical table, which was the one the balrogs used, instead of raising their chance to hit.

shit quality, but you get the idea

Unlike D&D, it is not centered on stealing loot or delving into dungeons, but still uses advancement through XP. Which is very interesting because I'm always trying to run away from XP=Gold for some reason or the other. MERP awards experience in eight ways, some of them worth a thought:

1. HP loss. Every HP you lose translates to 1 XP
2. Criticals. Every critical you deal has a value in XP. The most interesting is that you get double that amount when somebody deals a critical to you. This means that theoretically you and a friend could level up ad infinitum dealing criticals to each other in a dirty alleyway.
3. Kill points. Depending on your level and the monster's level, you get an amount of XP after dealing the killing blow
4. Maneuver points. When you overcome the classic "roll vs a TN" challenge, you get XP depending on the challenge difficulty (picking locks, convincing guards, all that classic shit)
5. Spell points. You get XP = 100 - (10 x Caster level) + (10 x Spell level) when casting in combat.
6. Idea points. Basically give a random amount to somebody who had an idea to overcome something.
7. Travel points. 1 XP for each mile on an unfamiliar area. Half in civilized areas, x2 or x3 in dangerous areas, and divided by 10 if flying or sailing.
8. Miscellaneous. As long as XP is pre-assigned to specific goals, and not used as "I give you XP for that cool thing you did before" it seems to me like an idea that I find underused on the OSR. The book sadly seems to encourage the latter.

To finish my review, I'd like to say that the book works as Race and Class, and now I realize its heavy parallel to D&D (the 6 stats under other names, using levels, saving throws, etc). It has a LOT of subraces, some of them I don't remember at all being in LOTR (Where do the woses appear in the movie? WTF is a dorwinadan?) and has a nice bestiary:

(WTF is a Dumbledor? wasn't he from another franchise altogether?)


Searching for the old MERP manual, I've managed to find their publisher's second attempt at Lord of the Rings rpg, called simply "Lord of the Rings Boardgame", dating from 1991. And of this one I want to talk a little more, because from the design point of view, it feels very tempting to use, to learn from and to modify.

While MERP (1982) is percentile based, ICE's Lotr (1991) is entirelly 2d6 based. It is much more basic than its older counterpart, which can be bad or good sometimes. But from the "design" point of view, there are some points that caught my attention.

There are 12 skills: 

1. Strength
2. Agility (balance and nimbleness, also initiative)
3. Intelligence
4. Movement (Speed, MV per turn)
5. Defense (adds to armor)
6. Melee Bonus
7. Ranged Bonus
8. General (covers climbing, riding, etc)
9. Subterfuge (thief checks. Too many dexterity divisions, or its just me?)
10. Perception (do I see the trap?)
11. Magical (you get 2 spells per bonus, also adds to the casting roll)
12. Endurance (your HP). 

skills from 1 to 11 can be as high as +3, and as low as -2

skills from 6 to 11 are "bought". You get +5 bonus to divide between them, but any skill that is not raised gets a -2 instead. I like that this makes a great gap between casters and non casters, fighters and non-fighters, or sneaky hobbits and clumsy human. I would go even further and make it so the first +1 only applies to a favored weapon, which is more in line with the original books (Legolas=bow, hobbits=slings, for example) but using another of the same type (ranged/melee) only drops you to 0, not to -2

skills from 1 to 5 and Endurance depend entirelly on your "class"

There are nine "race and class" packages that you can choose. They all come in a pregen sheet with weapons, equipment and certain skills raised or lowered. The classes and examples it cites are:

Hobbit Scout (Bilbo, Frodo)
Elf Scout (Legolas)
Human Warrior (Eowyn, Boromir)
Dwarf Warrior (Gimli, Thorin)
Elf Warrior (Glorfindel)
Human Ranger (Aragorn)
Half-Elf Ranger (Elrond)
Human Bard (Gandalf)
Elf Bard (Galadriel, Arwen)

I love how the wizard word is totally out of the question. Wizards in this game are treated as bards. The spell list is kind of short, there are like 20 spells with the classic ones (sleep, fireball, identify shit, etc). Anybody can cast spells providing they raise their "magical" skill, so classes are little more than archetypes that help players to get into the character.

Combat is done in a grid, with movement, attack and half attacks. Depending on the action you take (spells go first) you act in a given order, with same actions acting in order of agility. Attack rolls use a small table modified by offense/defense of those involved, with the high results resulting in straight leaving your opponent unconscious (a natural 12 always does, at least, knock out your opponent) or maybe even killing them. Armor adds to your Defense bonus and substracts from subterfuge, magic and movement.

Too basic when compared with the MERP one, maybe. I see the simplicity of the 2d6 as a great excuse for complicating it using the critical tables of the original one!

Strength doesn't affect combat in anyway, which is plainly stupid in a game that uses it as a factor. Seeing that weapons are differenciated by modifying damage done, but with two handers and  unarmed combat having penalties to hit, I think that a good way to fix this is to have Strenght offset those penalties by a proportional amount. 

The resting 8 of the 28 pages ruleset is dedicated to an oddly specific set of questions. My copy is in spanish, but I found a screenshot that will speak better than my words:


The choice of 14 situations that are thoroughly covered by the rules is very interesting, it says a lot about the challenges that the PCs are supposed to face and about the world they tread on. In which other fantasy game did you see a page dedicated to SNEAKING THROUGH TOWN BY NIGHT?

 None of the books have anything such as "procedural challenge generation" or anything that drives the game forward other than the GM's work, but LOR makes up for it as it was originally printed in a book alongside a module (bigger in pagecount than the actual game), so you could say that the first module was part of the game itself. 

(Skimming through it it seems that it features at least Gandalf and Merry as NPCs, as well as a couple of Stone Trolls)

It is cool to know that if somebody decides to play it after all this years, after lots of iterations and games on the Middle Earth that have been published, s/he can find some help with My_GaMe_FiXeS in this small corner of the blogosphere. Nice coming into spring for everybody. 


Eowen at the doors of Meduseld





Saturday, July 31, 2021

Gameifying Alignment

I was reading the book of Pits and Perils when something inspired me (it happens a lot with that book). Right above the yellow marker:


"A knight is just a lawful fighter". It came into my mind that a cleric is just a lawful magic user too. And in a way, seeing mages as good and evil clerics makes sense if you imagine it in, for example, Lord of the Rings: Gandalf (and every elf too) feels more a cleric to me than anything else. I feel that anything he does is a version of Light, Bless and Turn; while Sauron and Saruman are tainted with evil and that is why their magic feels "different". I don't know where its the key difference. I heard somewhere that elven magic creates, while the shadow magic cannot create and only corrupts. I leave here this article to further reading when I have some time.

Then I started to think deeper into the alignments: How they are always just ignored (I never payed them any attention myself), and I think that it is because A: they have no mechanical weight beyond certain magic weapon restrictions, so why bother? and B: they are metaphysically complex. After all, in real life is hard to define or tell good from evil sometimes.

But inside a game's rules, we can simplify them enough to make them work and make them mean something. These are some guidelines I've come up with:

* There are three alignments: Lawful / Neutral / Chaotic; which are just another words for Good / Neutral / Evil. Lawful is because it follows "god's" law, or whatever benign force you picture. Chaotic is for vampires, undead, demons, etc; but also any corrupted or tainted person, object, race, etc.

* There are no clerics. Instead, a lawful fighter is a Paladin, and a lawful Magic User is a Cleric, as we know them. I dont know what to call lawful thieves, hobbits, elves, etc; but I assure you they exist.

* Mages can only take spells from the MU list or their aligment list (cleric for lawful mages or reversed clerical spells for Chaotic mages). This makes neutral MUs the boring, academic guys who actually have less spell choices.

* Any lawful character can attempt to turn undead. Holy symbols give a bonus to that, or even allow the action to neutral characters (though neutral characters doing that count as level 1 for turning purposes)

* As being Lawful has an upside, it must have a cost or every character would pick it as an alignment. My best idea is that being lawful makes you start with 1/3 of the money (because you're so selfless, bro). Maybe even you have to give some XP money to charity to level up.

* Being Lawful its a status to be kept. It is weird and awkward to have a Judge GM telling you that you are "behaving bad" on a grey area and taking your alignment from you. I don't know if that is a thing that happens. But there must be ways to become a neutral or even evil in-game. I'll think later about this.

* Being Lawful is something you can become mid-game. I think that a good way could be to have it as a prize: remember all those Lawful monsters on the list, that don't seem to have a use? Well, on a good reaction roll, they will give you missions, related to god's will, cosmic struggle or maybe some humble thing (how does it fit on the lawful plan is up to you to imagine). If you succeed on it, you have a chance to become lawful, possibly based off charisma or wisdom to see if it "opens your eyes" or "converts yourself" to the good side. Rescuing princesses, killing evil monsters, recovering lost scions, restoring hopes: that is what lawful guys do.

* Evil characters can happen too, but they are subject to be specially affected by lawful monsters. Apart from evil spells, maybe they could have some area effect of fear, darkness... who knows, maybe at high levels. This is to be decided later. Chaotic thieves are assassins, while chaotic mages represent warlocks and witches.

* Alignment adds + or - 2 to reaction rolls if faced with the same or opposed alignment (neutral characters do not benefit from this)

* The list of things affected by alignment does not end here: magic weapons restricted to alignment, alignment languages, aligned places, groves, rivers, havens, etc. I am starting to think that understanding and exploiting alignments is one of the most powerful keys of the fantasy genre.


was this a case of clerical turning induced by magic object?